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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>patch_render.cpp</h1><a href="patch__render_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028
+00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
+00038 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00039 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00040
+00041
+00042 <font class="keyword">namespace </font>NL3D
+00043 {
+00044
+00045
+00046 <font class="comment">// ***************************************************************************</font>
+00047 <font class="comment">// ***************************************************************************</font>
+00048 <font class="comment">// Patch Texture computation.</font>
+00049 <font class="comment">// ***************************************************************************</font>
+00050 <font class="comment">// ***************************************************************************</font>
+00051
+00052
+00053 <font class="comment">// ***************************************************************************</font>
+<a name="l00054"></a><a class="code" href="classNL3D_1_1CPatch.html#c8">00054</a> <font class="keywordtype">void</font> CPatch::computeNewFar(sint &amp;newFar0, sint &amp;newFar1)
+00055 {
+00056 <font class="comment">// Classify the patch.</font>
+00057 <font class="comment">//========================</font>
+00058 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= (CLandscapeGlobals::RefineCenter-<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Center).norm() - <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius;
+00059 <font class="keywordtype">float</font> rr=0.0;
+00060 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::TileDistNear)
+00061 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::TileDistNear, newFar0= 0;
+00062 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::Far0Dist)
+00063 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far0Dist, newFar0= 1;
+00064 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::Far1Dist)
+00065 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far1Dist, newFar0= 2;
+00066 <font class="keywordflow">else</font>
+00067 newFar0= 3;
+00068 <font class="comment">// Transition with the next level.</font>
+00069 newFar1=0;
+00070 <font class="keywordflow">if</font>(newFar0&lt;3 &amp;&amp; rr&gt;-(CLandscapeGlobals::FarTransition+2*<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius))
+00071 {
+00072 newFar1= newFar0+1;
+00073 }
+00074
+00075
+00076 <font class="comment">// Update Texture Info.</font>
+00077 <font class="comment">//========================</font>
+00078 <font class="keywordflow">if</font>(newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a> || newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
+00079 {
+00080 <font class="comment">// Backup old pass0</font>
+00081 CPatchRdrPass *oldPass0=<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass;
+00082 CPatchRdrPass *oldPass1=<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass;
+00083
+00084 <font class="comment">// Checks</font>
+00085 <font class="keywordflow">if</font> (oldPass0==NULL)
+00086 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&lt;=0);
+00087 <font class="keywordflow">if</font> (oldPass1==NULL)
+00088 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&lt;=0);
+00089
+00090 <font class="keywordtype">float</font> oldFar0UScale=<a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>;
+00091 <font class="keywordtype">float</font> oldFar0VScale=<a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>;
+00092 <font class="keywordtype">float</font> oldFar0UBias=<a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
+00093 <font class="keywordtype">float</font> oldFar0VBias=<a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
+00094 uint8 oldFlags=<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>;
+00095
+00096
+00097 <font class="comment">// Don't delete the pass0 if the new newFar1 will use it</font>
+00098 <font class="keywordflow">if</font> ((newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)&amp;&amp;(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0))
+00099 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
+00100
+00101 <font class="comment">// Don't delete the pass1 if the new newFar0 will use it</font>
+00102 <font class="keywordflow">if</font> ((newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)&amp;&amp;(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0))
+00103 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
+00104
+00105 <font class="comment">// Pass0 have changed ?</font>
+00106 <font class="keywordflow">if</font> (newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
+00107 {
+00108 <font class="comment">// Compute / get the texture Far.</font>
+00109 <font class="keywordflow">if</font>(newFar0&gt;0)
+00110 {
+00111 <font class="comment">// Free the old pass, don't used any more</font>
+00112 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
+00113 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
+00114
+00115 <font class="comment">// Can we use the old pass1 ?</font>
+00116 <font class="keywordflow">if</font> (newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
+00117 {
+00118 <font class="comment">// Yes, recycle it!</font>
+00119 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=oldPass1;
+00120
+00121 <font class="comment">// Copy uv coordinates</font>
+00122 <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>;
+00123 <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>;
+00124 <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
+00125 <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
+00126
+00127 <font class="comment">// Copy rotation flag</font>
+00128 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// erase it</font>
+00129 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
+00130 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// copy it</font>
+00131 }
+00132 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font>
+00133 {
+00134 <font class="comment">// Rotation boolean</font>
+00135 <font class="keywordtype">bool</font> bRot;
+00136 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getFarRenderPass(<font class="keyword">this</font>, newFar0, <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>, bRot);
+00137
+00138 <font class="comment">// Flags is set if the far texture is rotated of 90° to the left</font>
+00139 <font class="keywordflow">if</font> (bRot)
+00140 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
+00141 <font class="keywordflow">else</font>
+00142 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
+00143 }
+00144 }
+00145 <font class="keywordflow">else</font> <font class="comment">// no more far pass0</font>
+00146 {
+00147 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
+00148 {
+00149 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
+00150 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
+00151 }
+00152 }
+00153 }
+00154
+00155 <font class="comment">// Pass1 have changed ?</font>
+00156 <font class="keywordflow">if</font> (newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
+00157 {
+00158 <font class="comment">// Now let's go with pass1</font>
+00159 <font class="keywordflow">if</font>(newFar1&gt;0)
+00160 {
+00161 <font class="comment">// Delete the pass1 if not used any more</font>
+00162 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
+00163 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
+00164
+00165 <font class="comment">// Can we use the old pass1 ?</font>
+00166 <font class="keywordflow">if</font> (newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
+00167 {
+00168 <font class="comment">// Yes, recycle it!</font>
+00169 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass= oldPass0;
+00170 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
+00171
+00172 <font class="comment">// Copy uv coordinates</font>
+00173 <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>=oldFar0UScale;
+00174 <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>=oldFar0VScale;
+00175 <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>=oldFar0UBias;
+00176 <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>=oldFar0VBias;
+00177
+00178 <font class="comment">// Copy rotation flag</font>
+00179 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// erase it</font>
+00180 <font class="keywordflow">if</font> (oldFlags&amp;<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
+00181 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// copy it</font>
+00182 }
+00183 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font>
+00184 {
+00185 <font class="comment">// Rotation boolean</font>
+00186 <font class="keywordtype">bool</font> bRot;
+00187 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getFarRenderPass(<font class="keyword">this</font>, newFar1, <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>, bRot);
+00188 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
+00189
+00190 <font class="comment">// Flags is set if the far texture is rotated of 90° to the left</font>
+00191 <font class="keywordflow">if</font> (bRot)
+00192 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
+00193 <font class="keywordflow">else</font>
+00194 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
+00195 }
+00196
+00197 <font class="comment">// Compute info for transition.</font>
+00198 <font class="keywordtype">float</font> farDist;
+00199 <font class="keywordflow">switch</font>(newFar1)
+00200 {
+00201 <font class="keywordflow">case</font> 1: farDist= CLandscapeGlobals::TileDistNear; <font class="keywordflow">break</font>;
+00202 <font class="keywordflow">case</font> 2: farDist= CLandscapeGlobals::Far0Dist; <font class="keywordflow">break</font>;
+00203 <font class="keywordflow">case</font> 3: farDist= CLandscapeGlobals::Far1Dist; <font class="keywordflow">break</font>;
+00204 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>;
+00205 };
+00206 <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist-CLandscapeGlobals::FarTransition);
+00207 <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>= 1.0f/(<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist)-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>);
+00208 }
+00209 <font class="keywordflow">else</font> <font class="comment">// no more far pass1</font>
+00210 {
+00211 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
+00212 {
+00213 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
+00214 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
+00215 }
+00216 }
+00217 }
+00218
+00219 }
+00220
+00221 <font class="comment">// Don't copy Far0 and Far1.</font>
+00222 }
+00223
+00224
+00225 <font class="comment">// ***************************************************************************</font>
+<a name="l00226"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_1">00226</a> <font class="keywordtype">void</font> CPatch::updateTextureFarOnly()
+00227 {
+00228 <font class="comment">// If visible, don't change Far, because VB must be changed too. preRender() should have been called isntead.</font>
+00229 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
+00230 <font class="keywordflow">return</font>;
+00231
+00232 sint newFar0,newFar1;
+00233 <font class="comment">// compute new Far0 and new Far1.</font>
+00234 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
+00235
+00236 <font class="comment">// Far change.</font>
+00237 <font class="comment">//------------------</font>
+00238 <font class="comment">// Set new far values</font>
+00239 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
+00240 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
+00241 }
+00242
+00243
+00244
+00245 <font class="comment">// ***************************************************************************</font>
+00246 <font class="comment">// ***************************************************************************</font>
+00247 <font class="comment">// Patch / Face rendering.</font>
+00248 <font class="comment">// ***************************************************************************</font>
+00249 <font class="comment">// ***************************************************************************</font>
+00250
+00251
+00252 <font class="comment">// ***************************************************************************</font>
+<a name="l00253"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_0">00253</a> <font class="keywordtype">void</font> CPatch::preRender()
+00254 {
+00255 <font class="comment">// If not visible, do nothing.</font>
+00256 <font class="keywordflow">if</font>(RenderClipped)
+00257 <font class="keywordflow">return</font>;
+00258
+00259
+00260 <font class="comment">// 0. Classify the patch, and update TextureInfo.</font>
+00261 <font class="comment">//=======================</font>
+00262 sint newFar0,newFar1;
+00263 <font class="comment">// compute new Far0 and new Far1.</font>
+00264 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
+00265
+00266
+00267 <font class="comment">// 2. Update vertices in VB</font>
+00268 <font class="comment">//========================</font>
+00269 sint oldFar0= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>, oldFar1= <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>;
+00270
+00271 <font class="comment">// Test if go in or go out tileMode.</font>
+00272 <font class="keywordtype">bool</font> changeTileMode;
+00273 <font class="comment">// this is true if a change is made, and if old or current is in TileMode.</font>
+00274 changeTileMode= (newFar0!=oldFar0) &amp;&amp; (newFar0==0 || oldFar0==0);
+00275 <font class="comment">// Or this is true if Far0 / Far1 was invalid before.</font>
+00276 changeTileMode= changeTileMode || oldFar0==-1 || oldFar1==-1;
+00277
+00278 <font class="comment">// Pre VB change.</font>
+00279 <font class="comment">//------------------</font>
+00280 <font class="comment">// In this case, major change: delete all VB, then recreate after.</font>
+00281 <font class="keywordflow">if</font>(changeTileMode)
+00282 {
+00283 <font class="comment">// delete the old VB (NB: RenderClipped==false here). </font>
+00284 <font class="comment">// NB: Far0 and Far1 are still unmodified, so deleteVB() will do the good job.</font>
+00285 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
+00286 }
+00287 <font class="keywordflow">else</font>
+00288 {
+00289 <font class="comment">// minor change: Far0 UV, or Far1.</font>
+00290 <font class="comment">// Far0 UV: do nothing here.</font>
+00291 <font class="comment">// If change in Far1, must delete Far1</font>
+00292 <font class="keywordflow">if</font>(newFar1!=oldFar1)
+00293 {
+00294 <font class="comment">// NB: Far1 is still unmodified, so deleteVB() will do the good job.</font>
+00295 <a class="code" href="classNL3D_1_1CPatch.html#z673_4">deleteVBAndFaceVectorFar1Only</a>();
+00296 }
+00297 }
+00298
+00299 <font class="comment">// Far change.</font>
+00300 <font class="comment">//------------------</font>
+00301 <font class="comment">// Set new far values</font>
+00302 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
+00303 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
+00304
+00305
+00306 <font class="comment">// Post VB change.</font>
+00307 <font class="comment">//------------------</font>
+00308 <font class="keywordflow">if</font>(changeTileMode)
+00309 {
+00310 <font class="comment">// major change: recreate all the VB.</font>
+00311 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
+00312 <font class="comment">// Then try to refill if possible.</font>
+00313 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
+00314 }
+00315 <font class="keywordflow">else</font>
+00316 {
+00317 <font class="comment">// minor change: Far0 UV, or Far1.</font>
+00318 <font class="comment">// If change in Far0</font>
+00319 <font class="keywordflow">if</font>(newFar0!=oldFar0)
+00320 {
+00321 <font class="comment">// Then must recompute VB with good UVs.</font>
+00322 <font class="comment">// An optimisation is to check if UVs had really change (see UScale ...)</font>
+00323 <font class="comment">// but the case they don't change is very rare: 1/16.</font>
+00324 <a class="code" href="classNL3D_1_1CPatch.html#z673_6">fillVBFar0Only</a>();
+00325 }
+00326
+00327 <font class="comment">// If change in Far1, must allcoate and recompute UVs.</font>
+00328 <font class="keywordflow">if</font>(newFar1!=oldFar1)
+00329 {
+00330 <a class="code" href="classNL3D_1_1CPatch.html#z673_5">allocateVBAndFaceVectorFar1Only</a>();
+00331 <font class="comment">// try to fill if no reallocation problem</font>
+00332 <a class="code" href="classNL3D_1_1CPatch.html#z673_7">fillVBFar1Only</a>();
+00333 }
+00334 }
+00335
+00336
+00337 <font class="comment">// 3. Append patch to renderList.</font>
+00338 <font class="comment">//=====================</font>
+00339 <font class="comment">// This patch is visible. So if good far, append.</font>
+00340 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+00341 {
+00342 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass-&gt;appendRdrPatchFar0(&amp;<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
+00343 }
+00344 <font class="comment">// Same for Far1.</font>
+00345 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00346 {
+00347 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass-&gt;appendRdrPatchFar1(&amp;<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
+00348 }
+00349
+00350
+00351 <font class="comment">// 4. Clip tess blocks.</font>
+00352 <font class="comment">//=====================</font>
+00353 <font class="comment">// If we are in Tile/FarTransition</font>
+00354 <font class="keywordtype">bool</font> doClipFar= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>==1;
+00355 <font class="comment">// Parse all TessBlocks.</font>
+00356 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
+00357 CTessBlock *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
+00358 <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
+00359 {
+00360 CTessBlock &amp;tblock= *pTessBlock;
+00361
+00362 <font class="comment">// bkup the old result for clipping</font>
+00363 <font class="keywordtype">bool</font> oldVisibleFar0= tblock.visibleFar0();
+00364 <font class="keywordtype">bool</font> oldVisibleTile= tblock.visibleTile();
+00365 <font class="keywordtype">bool</font> oldVisibleFar1= tblock.visibleFar1();
+00366
+00367 <font class="comment">// If this TessBlock is empty, do not need to clip</font>
+00368 <font class="keywordflow">if</font>(tblock.FaceTileMaterialRefCount==0)
+00369 {
+00370 <font class="comment">// Simply force the clip.</font>
+00371 tblock.forceClip();
+00372 }
+00373 <font class="keywordflow">else</font>
+00374 {
+00375 <font class="comment">// clip the tessBlock.</font>
+00376 tblock.resetClip();
+00377 tblock.clip();
+00378 <font class="comment">// If we are in Tile/FarTransition</font>
+00379 <font class="keywordflow">if</font>(doClipFar)
+00380 tblock.clipFar(CLandscapeGlobals::RefineCenter, CLandscapeGlobals::TileDistNear, CLandscapeGlobals::FarTransition);
+00381
+00382 <font class="comment">// If TileMode, and if tile visible</font>
+00383 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; tblock.visibleTile() )
+00384 {
+00385 <font class="comment">// Append all tiles (if any) to the renderPass list!</font>
+00386 <font class="keywordflow">for</font>(uint j=0;j&lt;<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>; j++)
+00387 {
+00388 <font class="comment">// If tile exist</font>
+00389 <font class="keywordflow">if</font>(tblock.RdrTileRoot[j])
+00390 <font class="comment">// add it to the renderList</font>
+00391 tblock.RdrTileRoot[j]-&gt;appendTileToEachRenderPass(<a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
+00392 }
+00393 }
+00394 }
+00395
+00396 <font class="comment">// If change of clip in tessBlock, must update the tessBlock</font>
+00397 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt; 0 &amp;&amp; oldVisibleFar0 != tblock.visibleFar0() )
+00398 {
+00399 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+00400 {
+00401 <font class="comment">// allocate</font>
+00402 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
+00403 <font class="comment">// fill only if possible.</font>
+00404 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs())
+00405 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
+00406 <font class="comment">// rebuild triangles index list.</font>
+00407 tblock.refillFaceVectorFar0();
+00408 }
+00409 <font class="keywordflow">else</font>
+00410 {
+00411 <font class="comment">// delete</font>
+00412 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
+00413 }
+00414 }
+00415 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; oldVisibleTile != tblock.visibleTile() )
+00416 {
+00417 <font class="keywordflow">if</font>( tblock.visibleTile() )
+00418 {
+00419 <font class="comment">// allocate</font>
+00420 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">true</font>);
+00421 <font class="comment">// fill only if possible.</font>
+00422 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs())
+00423 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
+00424 <font class="comment">// rebuild triangles index list.</font>
+00425 tblock.refillFaceVectorTile();
+00426 }
+00427 <font class="keywordflow">else</font>
+00428 {
+00429 <font class="comment">// delete</font>
+00430 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">false</font>);
+00431 }
+00432 }
+00433 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt; 0 &amp;&amp; oldVisibleFar1 != tblock.visibleFar1() )
+00434 {
+00435 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+00436 {
+00437 <font class="comment">// allocate</font>
+00438 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
+00439 <font class="comment">// fill only if possible.</font>
+00440 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs())
+00441 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
+00442 <font class="comment">// rebuild triangles index list.</font>
+00443 tblock.refillFaceVectorFar1();
+00444 }
+00445 <font class="keywordflow">else</font>
+00446 {
+00447 <font class="comment">// delete</font>
+00448 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
+00449 }
+00450 }
+00451 }
+00452
+00453 }
+00454
+00455
+00456 <font class="comment">// Special profiling.</font>
+00457 <font class="preprocessor">#ifdef NL3D_PROFILE_LAND</font>
+00458 <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv) \</font>
+00459 <font class="preprocessor"> if(_fv) \</font>
+00460 <font class="preprocessor"> { \</font>
+00461 <font class="preprocessor"> NL3D_PROFILE_LAND_ADD(_x, _fv-&gt;NumTri); \</font>
+00462 <font class="preprocessor"> }</font>
+00463 <font class="preprocessor"></font><font class="preprocessor">#else</font>
+<a name="l00464"></a><a class="code" href="patch__render_8cpp.html#a0">00464</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)</font>
+00465 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
+00466 <font class="preprocessor"></font>
+00467
+00468 <font class="comment">// ***************************************************************************</font>
+00469 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(CLandscapeFaceVector *fv)
+00470 {
+00471 <font class="comment">// If not NULL (ie not empty).</font>
+00472 <font class="keywordflow">if</font>(fv)
+00473 {
+00474 <font class="comment">// TestYoyo: Bench.</font>
+00475 <font class="comment">/*</font>
+00476 <font class="comment"> extern uint TEMP_NRFV;</font>
+00477 <font class="comment"> extern uint TEMP_NRFVTri;</font>
+00478 <font class="comment"> extern float TEMP_NRFVMeanTri;</font>
+00479 <font class="comment"> extern float TEMP_NRFVDeltaTri;</font>
+00480 <font class="comment"> TEMP_NRFV++;</font>
+00481 <font class="comment"> TEMP_NRFVTri+= fv-&gt;NumTri;</font>
+00482 <font class="comment"> TEMP_NRFVDeltaTri+= sqr(fv-&gt;NumTri-TEMP_NRFVMeanTri);</font>
+00483 <font class="comment"> */</font>
+00484
+00485 <font class="comment">// here we have NumTri&gt;0, because fv!=NULL.</font>
+00486
+00487 <font class="comment">// making lot of render() is slower than copy a block, and render it.</font>
+00488 <font class="comment">//CLandscapeGlobals::PatchCurrentDriver-&gt;renderSimpleTriangles(fv-&gt;TriPtr, fv-&gt;NumTri);</font>
+00489
+00490 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
+00491 <font class="preprocessor"></font> __asm
+00492 {
+00493 mov ebx, fv
+00494 mov edi, <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>
+00495
+00496 mov edx, <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>
+00497 xor eax, eax <font class="comment">// Avoid AGI stall.</font>
+00498
+00499 mov ecx, [ebx]fv.NumTri
+00500 mov esi, [ebx]fv.TriPtr
+00501
+00502 mov eax, ecx <font class="comment">// eax= bkup NumTris</font>
+00503 lea ecx, [ecx + ecx*2] <font class="comment">// ecx= nTriIndex= NumTris*3</font>
+00504
+00505 <font class="comment">// copy tri indices</font>
+00506 rep movsd
+00507
+00508 add edx, eax <font class="comment">// edx= NL3D_LandscapeGlobals_PassNTri + fv-&gt;NumTri;</font>
+00509
+00510 <font class="comment">// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy</font>
+00511 mov <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, edi
+00512 mov <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>, edx
+00513 }
+00514 <font class="preprocessor">#else</font>
+00515 <font class="preprocessor"></font> uint nTriIndex= fv-&gt;NumTri*3;
+00516 <font class="comment">// Fill and increment the array.</font>
+00517 memcpy( <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, fv-&gt;TriPtr, nTriIndex * <font class="keyword">sizeof</font>(uint32) );
+00518 <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>+= nTriIndex;
+00519 <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>+= fv-&gt;NumTri;
+00520 <font class="preprocessor">#endif</font>
+00521 <font class="preprocessor"></font> }
+00522 }
+00523
+00524
+00525 <font class="comment">// ***************************************************************************</font>
+<a name="l00526"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_2">00526</a> <font class="keywordtype">void</font> CPatch::renderFar0()
+00527 {
+00528 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
+00529 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass);
+00530
+00531 <font class="comment">// Render tris of MasterBlock.</font>
+00532 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
+00533 <font class="comment">// profile</font>
+00534 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
+00535
+00536 <font class="comment">// Render tris of TessBlocks.</font>
+00537 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
+00538 CTessBlock *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
+00539 <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
+00540 {
+00541 CTessBlock &amp;tblock= *pTessBlock;
+00542 <font class="comment">// if block visible, render</font>
+00543 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+00544 {
+00545 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far0FaceVector);
+00546 <font class="comment">// profile</font>
+00547 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, tblock.Far0FaceVector);
+00548 }
+00549 }
+00550
+00551 <font class="comment">// Check the pass is in the set</font>
+00552 <font class="preprocessor">#ifdef NL_DEBUG</font>
+00553 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
+00554 {
+00555 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end());
+00556 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end())
+00557 {
+00558 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
+00559 {
+00560 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+00561 {
+00562 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
+00563 {
+00564 bFound=<font class="keyword">true</font>;
+00565 <font class="keywordflow">break</font>;
+00566 }
+00567 }
+00568 }
+00569 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
+00570 }
+00571 }
+00572 <font class="preprocessor">#endif // NL_DEBUG</font>
+00573 <font class="preprocessor"></font>}
+00574
+00575
+00576 <font class="comment">// ***************************************************************************</font>
+<a name="l00577"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_3">00577</a> <font class="keywordtype">void</font> CPatch::renderFar1()
+00578 {
+00579 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
+00580 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
+00581
+00582 <font class="comment">// Render tris of MasterBlock.</font>
+00583 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
+00584 <font class="comment">// profile.</font>
+00585 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
+00586
+00587 <font class="comment">// Render tris of TessBlocks.</font>
+00588 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
+00589 CTessBlock *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
+00590 <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
+00591 {
+00592 CTessBlock &amp;tblock= *pTessBlock;
+00593 <font class="comment">// if block visible, render</font>
+00594 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+00595 {
+00596 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far1FaceVector);
+00597 <font class="comment">// profile.</font>
+00598 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, tblock.Far1FaceVector);
+00599 }
+00600 }
+00601
+00602 <font class="comment">// Check the pass is in the set</font>
+00603 <font class="preprocessor">#ifdef NL_DEBUG</font>
+00604 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
+00605 {
+00606 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end());
+00607 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end())
+00608 {
+00609 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
+00610 {
+00611 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+00612 {
+00613 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
+00614 {
+00615 bFound=<font class="keyword">true</font>;
+00616 <font class="keywordflow">break</font>;
+00617 }
+00618 }
+00619 }
+00620 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
+00621 }
+00622 }
+00623 <font class="preprocessor">#endif // NL_DEBUG</font>
+00624 <font class="preprocessor"></font>}
+00625
+00626
+00627 <font class="comment">// ***************************************************************************</font>
+<a name="l00628"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a2">00628</a> <font class="keywordtype">void</font> CTileMaterial::renderTile(uint pass)
+00629 {
+00630 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
+00631 <font class="comment">// If the pass is enabled.</font>
+00632 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[pass].PatchRdrPass)
+00633 {
+00634 <font class="comment">// render tris of the good faceList.</font>
+00635 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
+00636
+00637 <font class="comment">// profile.</font>
+00638 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[pass], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
+00639 }
+00640 }
+00641
+00642 <font class="comment">// ***************************************************************************</font>
+<a name="l00643"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a3">00643</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassRGB0()
+00644 {
+00645 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
+00646 <font class="comment">// this pass must be enabled!</font>
+00647 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>].PatchRdrPass);
+00648 <font class="comment">// render tris of the good faceList.</font>
+00649 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
+00650
+00651 <font class="comment">// profile.</font>
+00652 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
+00653 }
+00654
+00655 <font class="comment">// ***************************************************************************</font>
+<a name="l00656"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a4">00656</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassLightmap()
+00657 {
+00658 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
+00659 <font class="comment">// this pass must be enabled!</font>
+00660 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>].PatchRdrPass);
+00661 <font class="comment">// render tris of the good faceList, ie the one of PassRGB0, because vertices are reused.</font>
+00662 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
+00663
+00664 <font class="comment">// profile.</font>
+00665 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
+00666 }
+00667
+00668
+00669 <font class="comment">// ***************************************************************************</font>
+00670 <font class="comment">// ***************************************************************************</font>
+00671 <font class="comment">// FaceVector Allocation</font>
+00672 <font class="comment">// ***************************************************************************</font>
+00673 <font class="comment">// ***************************************************************************</font>
+00674
+00675
+00676 <font class="comment">// ***************************************************************************</font>
+<a name="l00677"></a><a class="code" href="classNL3D_1_1CPatch.html#c21">00677</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar1()
+00678 {
+00679 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00680 {
+00681 <font class="comment">// Create the face for all TessBlocks.</font>
+00682 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00683 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00684 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00685 }
+00686 }
+00687 <font class="comment">// ***************************************************************************</font>
+<a name="l00688"></a><a class="code" href="classNL3D_1_1CPatch.html#c22">00688</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar1()
+00689 {
+00690 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00691 {
+00692 <font class="comment">// delete the face for all TessBlocks.</font>
+00693 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00694 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00695 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00696 }
+00697 }
+00698 <font class="comment">// ***************************************************************************</font>
+<a name="l00699"></a><a class="code" href="classNL3D_1_1CPatch.html#c23">00699</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar0OrTile()
+00700 {
+00701 <font class="comment">// If Far Mode.</font>
+00702 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+00703 {
+00704 <font class="comment">// Create the face for all TessBlocks.</font>
+00705 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00706 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00707 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00708 }
+00709 <font class="comment">// Or If Tile Mode.</font>
+00710 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
+00711 {
+00712 <font class="comment">// Create the face for all TessBlocks.</font>
+00713 <font class="comment">// No tiles in MasterBlock!</font>
+00714 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00715 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00716 }
+00717 }
+00718 <font class="comment">// ***************************************************************************</font>
+<a name="l00719"></a><a class="code" href="classNL3D_1_1CPatch.html#c24">00719</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar0OrTile()
+00720 {
+00721 <font class="comment">// If Far Mode.</font>
+00722 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+00723 {
+00724 <font class="comment">// delete the face for all TessBlocks.</font>
+00725 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00726 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00727 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00728 }
+00729 <font class="comment">// Or If Tile Mode.</font>
+00730 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
+00731 {
+00732 <font class="comment">// delete the face for all TessBlocks.</font>
+00733 <font class="comment">// No tiles in MasterBlock!</font>
+00734 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00735 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00736 }
+00737 }
+00738
+00739
+00740 <font class="comment">// ***************************************************************************</font>
+<a name="l00741"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_13">00741</a> <font class="keywordtype">void</font> CPatch::recreateTessBlockFaceVector(CTessBlock &amp;block)
+00742 {
+00743 <font class="comment">// Do it Only if patch is visible.</font>
+00744 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
+00745 {
+00746 <font class="comment">// Far0.</font>
+00747 <font class="comment">// If Far Mode.</font>
+00748 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+00749 {
+00750 <font class="comment">// Create the face for this TessBlock only.</font>
+00751 block.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00752 }
+00753 <font class="comment">// Or If Tile Mode.</font>
+00754 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
+00755 {
+00756 <font class="comment">// No tiles in MasterBlock! So no need to call createFaceVectorTile(), if this block is the MasterBlock.</font>
+00757 <font class="keywordflow">if</font>(&amp;block != &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>)
+00758 block.createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00759 }
+00760
+00761 <font class="comment">// Far1.</font>
+00762 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00763 {
+00764 <font class="comment">// Create the face for this TessBlock only.</font>
+00765 block.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00766 }
+00767 }
+00768
+00769 }
+00770
+00771
+00772 <font class="comment">// ***************************************************************************</font>
+00773 <font class="comment">// ***************************************************************************</font>
+00774 <font class="comment">// VB Allocation</font>
+00775 <font class="comment">// ***************************************************************************</font>
+00776 <font class="comment">// ***************************************************************************</font>
+00777
+00778
+00779 <font class="comment">// ***************************************************************************</font>
+<a name="l00780"></a><a class="code" href="classNL3D_1_1CPatch.html#c15">00780</a> <font class="keywordtype">void</font> CPatch::updateFar0VBAlloc(CTessList&lt;CTessFarVertex&gt; &amp;vertList, <font class="keywordtype">bool</font> alloc)
+00781 {
+00782 <font class="comment">// Traverse the vertList.</font>
+00783 CTessFarVertex *pVert;
+00784 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+00785 {
+00786 <font class="keywordflow">if</font>(alloc)
+00787 pVert-&gt;Index0= CLandscapeGlobals::CurrentFar0VBAllocator-&gt;allocateVertex();
+00788 <font class="keywordflow">else</font>
+00789 CLandscapeGlobals::CurrentFar0VBAllocator-&gt;deleteVertex(pVert-&gt;Index0);
+00790 }
+00791 }
+00792
+00793
+00794 <font class="comment">// ***************************************************************************</font>
+<a name="l00795"></a><a class="code" href="classNL3D_1_1CPatch.html#c16">00795</a> <font class="keywordtype">void</font> CPatch::updateFar1VBAlloc(CTessList&lt;CTessFarVertex&gt; &amp;vertList, <font class="keywordtype">bool</font> alloc)
+00796 {
+00797 <font class="comment">// Traverse the vertList.</font>
+00798 CTessFarVertex *pVert;
+00799 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+00800 {
+00801 <font class="keywordflow">if</font>(alloc)
+00802 pVert-&gt;Index1= CLandscapeGlobals::CurrentFar1VBAllocator-&gt;allocateVertex();
+00803 <font class="keywordflow">else</font>
+00804 CLandscapeGlobals::CurrentFar1VBAllocator-&gt;deleteVertex(pVert-&gt;Index1);
+00805 }
+00806 }
+00807
+00808
+00809 <font class="comment">// ***************************************************************************</font>
+<a name="l00810"></a><a class="code" href="classNL3D_1_1CPatch.html#c17">00810</a> <font class="keywordtype">void</font> CPatch::updateTileVBAlloc(CTessList&lt;CTessNearVertex&gt; &amp;vertList, <font class="keywordtype">bool</font> alloc)
+00811 {
+00812 <font class="comment">// Traverse the vertList.</font>
+00813 CTessNearVertex *pVert;
+00814 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
+00815 {
+00816 <font class="keywordflow">if</font>(alloc)
+00817 pVert-&gt;Index= CLandscapeGlobals::CurrentTileVBAllocator-&gt;allocateVertex();
+00818 <font class="keywordflow">else</font>
+00819 CLandscapeGlobals::CurrentTileVBAllocator-&gt;deleteVertex(pVert-&gt;Index);
+00820 }
+00821 }
+00822
+00823
+00824 <font class="comment">// ***************************************************************************</font>
+<a name="l00825"></a><a class="code" href="classNL3D_1_1CPatch.html#c18">00825</a> <font class="keywordtype">void</font> CPatch::updateVBAlloc(<font class="keywordtype">bool</font> alloc)
+00826 {
+00827 <font class="comment">// update Far0.</font>
+00828 <font class="comment">//=======</font>
+00829 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+00830 {
+00831 <font class="comment">// alloc Far0 VB.</font>
+00832 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
+00833 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00834 {
+00835 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00836 <font class="comment">// need update VB only if tessBlock is visible.</font>
+00837 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+00838 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, alloc);
+00839 }
+00840 }
+00841 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
+00842 {
+00843 <font class="comment">// alloc Tile VB.</font>
+00844 <font class="comment">// No Tiles in MasterBlock!!</font>
+00845 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
+00846 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00847 {
+00848 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00849 <font class="comment">// Add the vertices.</font>
+00850 <font class="comment">// need update VB only if tessBlock is visible.</font>
+00851 <font class="keywordflow">if</font>( tblock.visibleTile() )
+00852 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, alloc);
+00853 }
+00854 }
+00855
+00856 <font class="comment">// update Far1.</font>
+00857 <font class="comment">//=======</font>
+00858 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00859 {
+00860 <font class="comment">// alloc VB.</font>
+00861 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
+00862 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00863 {
+00864 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00865 <font class="comment">// need update VB only if tessBlock is visible.</font>
+00866 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+00867 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, alloc);
+00868 }
+00869 }
+00870 }
+00871
+00872 <font class="comment">// ***************************************************************************</font>
+<a name="l00873"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_0">00873</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVector()
+00874 {
+00875 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">false</font>);
+00876 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
+00877 <a class="code" href="classNL3D_1_1CPatch.html#c24">deleteFaceVectorFar0OrTile</a>();
+00878 }
+00879
+00880 <font class="comment">// ***************************************************************************</font>
+<a name="l00881"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_1">00881</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVector()
+00882 {
+00883 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">true</font>);
+00884 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
+00885 <a class="code" href="classNL3D_1_1CPatch.html#c23">createFaceVectorFar0OrTile</a>();
+00886 }
+00887
+00888
+00889 <font class="comment">// ***************************************************************************</font>
+<a name="l00890"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_4">00890</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVectorFar1Only()
+00891 {
+00892 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00893 {
+00894 <font class="comment">// alloc VB.</font>
+00895 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">false</font>);
+00896 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00897 {
+00898 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00899 <font class="comment">// need update VB only if tessBlock is visible.</font>
+00900 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+00901 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
+00902 }
+00903 }
+00904
+00905 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
+00906 }
+00907
+00908 <font class="comment">// ***************************************************************************</font>
+<a name="l00909"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_5">00909</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVectorFar1Only()
+00910 {
+00911 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+00912 {
+00913 <font class="comment">// alloc VB.</font>
+00914 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">true</font>);
+00915 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00916 {
+00917 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00918 <font class="comment">// need update VB only if tessBlock is visible.</font>
+00919 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+00920 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
+00921 }
+00922 }
+00923
+00924 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
+00925 }
+00926
+00927
+00928 <font class="comment">// ***************************************************************************</font>
+<a name="l00929"></a><a class="code" href="classNL3D_1_1CPatch.html#c19">00929</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesFarList(CTessList&lt;CTessFarVertex&gt; &amp;vertList, uint marker)
+00930 {
+00931 <font class="comment">// Traverse the vertList.</font>
+00932 CTessFarVertex *pVert;
+00933 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+00934 {
+00935 pVert-&gt;Index0= marker;
+00936 pVert-&gt;Index1= marker;
+00937 }
+00938 }
+00939
+<a name="l00940"></a><a class="code" href="classNL3D_1_1CPatch.html#c20">00940</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesNearList(CTessList&lt;CTessNearVertex&gt; &amp;vertList, uint marker)
+00941 {
+00942 <font class="comment">// Traverse the vertList.</font>
+00943 CTessNearVertex *pVert;
+00944 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
+00945 {
+00946 pVert-&gt;Index= marker;
+00947 }
+00948 }
+00949
+<a name="l00950"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_12">00950</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndices(uint marker)
+00951 {
+00952 sint i;
+00953
+00954 <font class="comment">// Do it For Far.</font>
+00955 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, marker);
+00956 <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00957 {
+00958 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00959 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(tblock.FarVertexList, marker);
+00960 }
+00961 <font class="comment">// Do it For Near.</font>
+00962 <font class="comment">// No Tiles in MasterBlock!!</font>
+00963 <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00964 {
+00965 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+00966 <a class="code" href="classNL3D_1_1CPatch.html#c20">debugAllocationMarkIndicesNearList</a>(tblock.NearVertexList, marker);
+00967 }
+00968
+00969 }
+00970
+00971
+00972
+00973 <font class="comment">// ***************************************************************************</font>
+00974 <font class="comment">// ***************************************************************************</font>
+00975 <font class="comment">// VB Filling.</font>
+00976 <font class="comment">// ***************************************************************************</font>
+00977 <font class="comment">// ***************************************************************************</font>
+00978
+00979
+00980 <font class="comment">// ***************************************************************************</font>
+00981 <font class="comment">// NB: need to be inlined only for fillFar0VB() in this file.</font>
+<a name="l00982"></a><a class="code" href="classNL3D_1_1CPatch.html#c9">00982</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar0VertexVB(CTessFarVertex *pVert)
+00983 {
+00984 <font class="comment">// The Buffers must have been locked</font>
+00985 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
+00986 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator-&gt;bufferLocked());
+00987 <font class="comment">// VBInfo must be OK.</font>
+00988 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs());
+00989
+00990 <font class="keyword">static</font> uint8 *CurVBPtr;
+00991 <font class="comment">// Compute/build the new vertex.</font>
+00992 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
+00993 CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
+00994
+00995 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
+00996
+00997 <font class="comment">// compute Uvs.</font>
+00998 <font class="keyword">static</font> CUV uv;
+00999 CParamCoord pc= pVert-&gt;PCoord;
+01000 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
+01001 {
+01002 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
+01003 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
+01004 }
+01005 <font class="keywordflow">else</font>
+01006 {
+01007 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
+01008 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
+01009 }
+01010
+01011 <font class="comment">// compute Dynamic lightmap Uv.</font>
+01012 <font class="keyword">static</font> CUV uvDLM;
+01013 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font>
+01014 {
+01015 <font class="comment">// compute UV with DLM context info.</font>
+01016 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
+01017 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
+01018 }
+01019 <font class="keywordflow">else</font>
+01020 {
+01021 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
+01022 uvDLM.U= 1;
+01023 uvDLM.V= 1;
+01024 }
+01025
+01026 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
+01027 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
+01028 {
+01029 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
+01030 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01031 <font class="comment">// Set Uvs.</font>
+01032 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
+01033 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
+01034 }
+01035 <font class="keywordflow">else</font>
+01036 {
+01037 <font class="comment">// Else must setup Vertex program inputs</font>
+01038 <font class="comment">// v[0]== StartPos.</font>
+01039 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
+01040 <font class="comment">// v[8]== Tex0</font>
+01041 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
+01042 <font class="comment">// v[9]== Tex1</font>
+01043 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
+01044
+01045 <font class="comment">// v[10]== GeomInfo.</font>
+01046 <font class="keyword">static</font> CUV geomInfo;
+01047 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
+01048 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
+01049 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff)= geomInfo;
+01050
+01051 <font class="comment">// v[11]== EndPos - StartPos</font>
+01052 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff)=
+01053 pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
+01054 }
+01055 }
+01056 <font class="comment">// ***************************************************************************</font>
+01057 <font class="comment">// NB: need to be inlined only for fillFar1VB() in this file.</font>
+<a name="l01058"></a><a class="code" href="classNL3D_1_1CPatch.html#c10">01058</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar1VertexVB(CTessFarVertex *pVert)
+01059 {
+01060 <font class="comment">// The Buffers must have been locked</font>
+01061 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
+01062 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator-&gt;bufferLocked());
+01063 <font class="comment">// VBInfo must be OK.</font>
+01064 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs());
+01065
+01066 <font class="keyword">static</font> uint8 *CurVBPtr;
+01067 <font class="comment">// Compute/build the new vertex.</font>
+01068 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
+01069 CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
+01070
+01071 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
+01072
+01073 <font class="comment">// compute Uvs.</font>
+01074 <font class="keyword">static</font> CUV uv;
+01075 CParamCoord pc= pVert-&gt;PCoord;
+01076 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
+01077 {
+01078 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
+01079 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
+01080 }
+01081 <font class="keywordflow">else</font>
+01082 {
+01083 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
+01084 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
+01085 }
+01086
+01087 <font class="comment">// compute Dynamic lightmap Uv.</font>
+01088 <font class="keyword">static</font> CUV uvDLM;
+01089 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font>
+01090 {
+01091 <font class="comment">// compute UV with DLM context info.</font>
+01092 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
+01093 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
+01094 }
+01095 <font class="keywordflow">else</font>
+01096 {
+01097 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
+01098 uvDLM.U= 1;
+01099 uvDLM.V= 1;
+01100 }
+01101
+01102 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
+01103 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
+01104 {
+01105 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
+01106 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01107 <font class="comment">// Set Uvs.</font>
+01108 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
+01109 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
+01110 <font class="comment">// Set default color.</font>
+01111 <font class="keyword">static</font> CRGBA col(255,255,255,255);
+01112 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
+01113 }
+01114 <font class="keywordflow">else</font>
+01115 {
+01116 <font class="comment">// Else must setup Vertex program inputs</font>
+01117 <font class="comment">// v[0]== StartPos.</font>
+01118 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
+01119 <font class="comment">// v[8]== Tex0</font>
+01120 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
+01121 <font class="comment">// v[9]== Tex1</font>
+01122 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
+01123
+01124 <font class="comment">// v[10]== GeomInfo.</font>
+01125 <font class="keyword">static</font> CUV geomInfo;
+01126 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
+01127 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
+01128 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff)= geomInfo;
+01129
+01130 <font class="comment">// v[11]== EndPos - StartPos</font>
+01131 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff)=
+01132 pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
+01133
+01134 <font class="comment">// v[12]== Alpha information</font>
+01135 <font class="comment">// Hopefully, fillVBFar1Only() is called each Time the Far1 change, in preRender().</font>
+01136 <font class="comment">// So TransitionSqrMin and OOTransitionSqrDelta in CPath are valid.</font>
+01137 geomInfo.U= <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>;
+01138 geomInfo.V= <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
+01139 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff)= geomInfo;
+01140
+01141 }
+01142 }
+01143 <font class="comment">// ***************************************************************************</font>
+01144 <font class="comment">// NB: need to be inlined only for fillTileVB() in this file.</font>
+<a name="l01145"></a><a class="code" href="classNL3D_1_1CPatch.html#c11">01145</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillTileVertexVB(CTessNearVertex *pVert)
+01146 {
+01147 <font class="comment">// The Buffers must have been locked</font>
+01148 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator);
+01149 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator-&gt;bufferLocked());
+01150 <font class="comment">// VBInfo must be OK.</font>
+01151 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs());
+01152
+01153 <font class="keyword">static</font> uint8 *CurVBPtr;
+01154 <font class="comment">// Compute/build the new vertex.</font>
+01155 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
+01156 CurVBPtr+= pVert-&gt;Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
+01157
+01158
+01159 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
+01160
+01161 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
+01162 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
+01163 {
+01164 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
+01165 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01166 <font class="comment">// Set Uvs.</font>
+01167 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert-&gt;PUv0;
+01168 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert-&gt;PUv1;
+01169 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert-&gt;PUv2;
+01170 }
+01171 <font class="keywordflow">else</font>
+01172 {
+01173 <font class="comment">// Else must setup Vertex program inputs</font>
+01174 <font class="comment">// v[0]== StartPos.</font>
+01175 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
+01176 <font class="comment">// v[8]== Tex0</font>
+01177 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert-&gt;PUv0;
+01178 <font class="comment">// v[9]== Tex1</font>
+01179 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert-&gt;PUv1;
+01180 <font class="comment">// v[13]== Tex2</font>
+01181 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert-&gt;PUv2;
+01182
+01183 <font class="comment">// v[10]== GeomInfo.</font>
+01184 <font class="keyword">static</font> CUV geomInfo;
+01185 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
+01186 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
+01187 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff)= geomInfo;
+01188
+01189 <font class="comment">// v[11]== EndPos - StartPos</font>
+01190 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff)=
+01191 pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
+01192 }
+01193 }
+01194
+01195
+01196 <font class="comment">// ***************************************************************************</font>
+<a name="l01197"></a><a class="code" href="classNL3D_1_1CPatch.html#c12">01197</a> <font class="keywordtype">void</font> CPatch::fillFar0VertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01198 {
+01199 <font class="comment">// Traverse the vertList.</font>
+01200 CTessFarVertex *pVert;
+01201 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01202 {
+01203 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
+01204 }
+01205 }
+01206
+01207
+01208 <font class="comment">// ***************************************************************************</font>
+<a name="l01209"></a><a class="code" href="classNL3D_1_1CPatch.html#c13">01209</a> <font class="keywordtype">void</font> CPatch::fillFar1VertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01210 {
+01211 <font class="comment">// Traverse the vertList.</font>
+01212 CTessFarVertex *pVert;
+01213 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01214 {
+01215 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
+01216 }
+01217 }
+01218
+01219
+01220 <font class="comment">// ***************************************************************************</font>
+<a name="l01221"></a><a class="code" href="classNL3D_1_1CPatch.html#c14">01221</a> <font class="keywordtype">void</font> CPatch::fillTileVertexListVB(CTessList&lt;CTessNearVertex&gt; &amp;vertList)
+01222 {
+01223 <font class="comment">// Traverse the vertList.</font>
+01224 CTessNearVertex *pVert;
+01225 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
+01226 {
+01227 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
+01228 }
+01229 }
+01230
+01231
+01232
+01233 <font class="comment">// ***************************************************************************</font>
+<a name="l01234"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_2">01234</a> <font class="keywordtype">void</font> CPatch::fillVB()
+01235 {
+01236 <font class="comment">// Fill Far0.</font>
+01237 <font class="comment">//=======</font>
+01238 <font class="comment">// fill only if no reallcoation occurs</font>
+01239 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
+01240 {
+01241 <font class="comment">// Fill Far0 VB.</font>
+01242 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01243 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01244 {
+01245 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01246 <font class="comment">// fill only if tblock visible.</font>
+01247 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+01248 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
+01249 }
+01250 }
+01251 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; !CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs() )
+01252 {
+01253 <font class="comment">// Fill Tile VB.</font>
+01254 <font class="comment">// No Tiles in MasterBlock!!</font>
+01255 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
+01256 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01257 {
+01258 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01259 <font class="comment">// fill only if tblock visible.</font>
+01260 <font class="keywordflow">if</font>( tblock.visibleTile() )
+01261 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
+01262 }
+01263 }
+01264
+01265 <font class="comment">// Fill Far1.</font>
+01266 <font class="comment">//=======</font>
+01267 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
+01268 {
+01269 <font class="comment">// Fill VB.</font>
+01270 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01271 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01272 {
+01273 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01274 <font class="comment">// fill only if tblock visible.</font>
+01275 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+01276 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
+01277 }
+01278 }
+01279
+01280 }
+01281
+01282
+01283 <font class="comment">// ***************************************************************************</font>
+<a name="l01284"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_3">01284</a> <font class="keywordtype">void</font> CPatch::fillVBIfVisible()
+01285 {
+01286 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>==<font class="keyword">false</font>)
+01287 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
+01288 }
+01289
+01290
+01291 <font class="comment">// ***************************************************************************</font>
+<a name="l01292"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_6">01292</a> <font class="keywordtype">void</font> CPatch::fillVBFar0Only()
+01293 {
+01294 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
+01295 {
+01296 <font class="comment">// Fill Far0 VB.</font>
+01297 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01298 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01299 {
+01300 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01301 <font class="comment">// fill only if tblock visible.</font>
+01302 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+01303 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
+01304 }
+01305 }
+01306 }
+01307
+01308
+01309 <font class="comment">// ***************************************************************************</font>
+<a name="l01310"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_7">01310</a> <font class="keywordtype">void</font> CPatch::fillVBFar1Only()
+01311 {
+01312 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
+01313 {
+01314 <font class="comment">// Fill VB.</font>
+01315 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01316 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01317 {
+01318 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01319 <font class="comment">// fill only if tblock visible.</font>
+01320 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+01321 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
+01322 }
+01323 }
+01324 }
+01325
+01326 <font class="comment">// ***************************************************************************</font>
+01327 <font class="comment">// ***************************************************************************</font>
+01328 <font class="comment">// VB Software Geomorph / Alpha.</font>
+01329 <font class="comment">// ***************************************************************************</font>
+01330 <font class="comment">// ***************************************************************************</font>
+01331
+01332
+01333 <font class="comment">// ***************************************************************************</font>
+<a name="l01334"></a><a class="code" href="classNL3D_1_1CPatch.html#c31">01334</a> <font class="keywordtype">void</font> CPatch::computeGeomorphVertexList(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01335 {
+01336 <font class="comment">// Traverse the vertList.</font>
+01337 CTessFarVertex *pVert;
+01338 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01339 {
+01340 <font class="comment">// compute geomorph.</font>
+01341 pVert-&gt;Src-&gt;computeGeomPos();
+01342 }
+01343 }
+01344
+01345
+01346 <font class="comment">// ***************************************************************************</font>
+<a name="l01347"></a><a class="code" href="classNL3D_1_1CPatch.html#c32">01347</a> <font class="keywordtype">void</font> CPatch::computeGeomorphFar0VertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01348 {
+01349 <font class="comment">// Traverse the vertList.</font>
+01350 CTessFarVertex *pVert;
+01351 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01352 {
+01353 <font class="keyword">static</font> uint8 *CurVBPtr;
+01354 <font class="comment">// Compute/build the new vertex.</font>
+01355 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
+01356 CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
+01357
+01358 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
+01359 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01360 }
+01361 }
+01362
+01363
+01364 <font class="comment">// ***************************************************************************</font>
+<a name="l01365"></a><a class="code" href="classNL3D_1_1CPatch.html#c33">01365</a> <font class="keywordtype">void</font> CPatch::computeGeomorphAlphaFar1VertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01366 {
+01367 <font class="comment">// Traverse the vertList.</font>
+01368 CTessFarVertex *pVert;
+01369 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01370 {
+01371 <font class="keyword">static</font> uint8 *CurVBPtr;
+01372 <font class="comment">// Compute/build the new vertex.</font>
+01373 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
+01374 CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
+01375
+01376 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
+01377
+01378 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
+01379 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01380
+01381 <font class="comment">// Set Alpha color.</font>
+01382 <font class="keyword">static</font> CRGBA col(255,255,255,255);
+01383 <font class="comment">// For Far1, use alpha fro transition.</font>
+01384 <font class="comment">// Prefer Use Pos, because of caching. So little difference between Soft and VertexProgram mode.</font>
+01385 <font class="keywordtype">float</font> f= (pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::RefineCenter).sqrnorm();
+01386 f= (f-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>) * <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
+01387 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(f,0,1);
+01388 col.A= (uint8)(f*255);
+01389 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
+01390 }
+01391 }
+01392
+01393
+01394 <font class="comment">// ***************************************************************************</font>
+<a name="l01395"></a><a class="code" href="classNL3D_1_1CPatch.html#c34">01395</a> <font class="keywordtype">void</font> CPatch::computeGeomorphTileVertexListVB(CTessList&lt;CTessNearVertex&gt; &amp;vertList)
+01396 {
+01397 <font class="comment">// Traverse the vertList.</font>
+01398 CTessNearVertex *pVert;
+01399 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
+01400 {
+01401 <font class="keyword">static</font> uint8 *CurVBPtr;
+01402 <font class="comment">// Compute/build the new vertex.</font>
+01403 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
+01404 CurVBPtr+= pVert-&gt;Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
+01405
+01406 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
+01407 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
+01408 }
+01409 }
+01410
+01411
+01412
+01413 <font class="comment">// ***************************************************************************</font>
+<a name="l01414"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_4">01414</a> <font class="keywordtype">void</font> CPatch::computeSoftwareGeomorphAndAlpha()
+01415 {
+01416 <font class="keywordflow">if</font>(RenderClipped)
+01417 <font class="keywordflow">return</font>;
+01418
+01419 <font class="comment">// Compute Geomorph.</font>
+01420 <font class="comment">//=======</font>
+01421 <font class="comment">// Need only to fill CTessVertex, so do it only for FarVertices</font>
+01422 <font class="comment">// Hence Geomorph is done twice on edges of patches!!.</font>
+01423 <font class="comment">// If not too near for precise, fast compute of geomorph.</font>
+01424 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()==0 )
+01425 {
+01426 <font class="comment">// Just update all vertices of master block.</font>
+01427 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01428 }
+01429 <font class="keywordflow">else</font>
+01430 {
+01431 <font class="comment">// update all vertices of master block.</font>
+01432 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01433 <font class="comment">// update vertices of others block.</font>
+01434 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01435 {
+01436 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01437 <font class="comment">// Precise Clip.</font>
+01438 <font class="keywordflow">if</font>(!tblock.getClipped())
+01439 {
+01440 <font class="comment">// compute the geomorph of the vertices in the tessblock.</font>
+01441 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(tblock.FarVertexList);
+01442 }
+01443 }
+01444 }
+01445
+01446
+01447 <font class="comment">// Fill Far0.</font>
+01448 <font class="comment">//=======</font>
+01449 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
+01450 {
+01451 <font class="comment">// Fill Far0 VB.</font>
+01452 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01453 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01454 {
+01455 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01456 <font class="comment">// Precise Clip.</font>
+01457 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+01458 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(tblock.FarVertexList);
+01459 }
+01460 }
+01461 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
+01462 {
+01463 <font class="comment">// Fill Tile VB.</font>
+01464 <font class="comment">// No Tiles in MasterBlock!!</font>
+01465 <font class="comment">// Traverse the TessBlocks to compute vertices.</font>
+01466 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01467 {
+01468 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01469 <font class="comment">// Precise Clip.</font>
+01470 <font class="keywordflow">if</font>( tblock.visibleTile() )
+01471 <a class="code" href="classNL3D_1_1CPatch.html#c34">computeGeomorphTileVertexListVB</a>(tblock.NearVertexList);
+01472 }
+01473 }
+01474
+01475 <font class="comment">// Fill Far1.</font>
+01476 <font class="comment">//=======</font>
+01477 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
+01478 {
+01479 <font class="comment">// Fill VB.</font>
+01480 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01481 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01482 {
+01483 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01484 <font class="comment">// Precise Clip.</font>
+01485 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+01486 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(tblock.FarVertexList);
+01487 }
+01488 }
+01489 }
+01490
+01491
+01492 <font class="comment">// ***************************************************************************</font>
+01493 <font class="comment">// ***************************************************************************</font>
+01494 <font class="comment">// VB clip Allocate/Filling.</font>
+01495 <font class="comment">// ***************************************************************************</font>
+01496 <font class="comment">// ***************************************************************************</font>
+01497
+01498
+01499 <font class="comment">// ***************************************************************************</font>
+<a name="l01500"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_11">01500</a> <font class="keywordtype">void</font> CPatch::updateClipPatchVB()
+01501 {
+01502 <font class="comment">// If there is a change in the clip state of this patch.</font>
+01503 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> != <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> )
+01504 {
+01505 <font class="comment">// bkup this state for next time.</font>
+01506 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> = <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>;
+01507
+01508 <font class="comment">// If now the patch is invisible</font>
+01509 <font class="keywordflow">if</font>(RenderClipped)
+01510 {
+01511 <font class="comment">// Then delete vertices.</font>
+01512 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
+01513
+01514 <font class="comment">// Now, all vertices in VB are deleted.</font>
+01515 <font class="comment">// Force clip state of all TessBlocks, so no allocation will be done on Vertices in VB.</font>
+01516 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.empty())
+01517 {
+01518 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();i++)
+01519 {
+01520 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01521 tblock.forceClip();
+01522 }
+01523 }
+01524 }
+01525 <font class="keywordflow">else</font>
+01526 {
+01527 <font class="comment">// else allocate / fill them.</font>
+01528 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
+01529 <font class="comment">// NB: fillVB() test if any reallocation occurs.</font>
+01530 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
+01531 }
+01532 }
+01533 }
+01534
+01535
+01536 <font class="comment">// ***************************************************************************</font>
+01537 <font class="comment">// ***************************************************************************</font>
+01538 <font class="comment">// VB refine Allocate/Filling.</font>
+01539 <font class="comment">// ***************************************************************************</font>
+01540 <font class="comment">// ***************************************************************************</font>
+01541
+01542
+01543
+01544 <font class="comment">// ***************************************************************************</font>
+<a name="l01545"></a><a class="code" href="classNL3D_1_1CPatch.html#c25">01545</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBFar(CTessFarVertex *pVert)
+01546 {
+01547 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01548 <font class="comment">// If visible, and Far0 in !Tile Mode, allocate.</font>
+01549 <font class="comment">// NB: must test Far0&gt;0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
+01550 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0() )
+01551 {
+01552 pVert-&gt;Index0= CLandscapeGlobals::CurrentFar0VBAllocator-&gt;allocateVertex();
+01553 }
+01554
+01555 <font class="comment">// Idem for Far1</font>
+01556 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1())
+01557 {
+01558 pVert-&gt;Index1= CLandscapeGlobals::CurrentFar1VBAllocator-&gt;allocateVertex();
+01559 }
+01560
+01561 }
+01562
+01563
+01564 <font class="comment">// ***************************************************************************</font>
+<a name="l01565"></a><a class="code" href="classNL3D_1_1CPatch.html#c27">01565</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBFar(CTessFarVertex *pVert)
+01566 {
+01567 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01568 <font class="comment">// If visible, and Far0 in !Tile Mode, try to fill.</font>
+01569 <font class="comment">// NB: must test Far0&gt;0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
+01570 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0())
+01571 {
+01572 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
+01573 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
+01574 }
+01575
+01576 <font class="comment">// Idem for Far1</font>
+01577 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1())
+01578 {
+01579 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
+01580 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
+01581 }
+01582 }
+01583
+01584
+01585 <font class="comment">// ***************************************************************************</font>
+<a name="l01586"></a><a class="code" href="classNL3D_1_1CPatch.html#c26">01586</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBNear(CTessNearVertex *pVert)
+01587 {
+01588 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01589 <font class="comment">// If visible, and Far0 in Tile Mode, allocate.</font>
+01590 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
+01591 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile())
+01592 {
+01593 pVert-&gt;Index= CLandscapeGlobals::CurrentTileVBAllocator-&gt;allocateVertex();
+01594 }
+01595 }
+01596
+01597
+01598 <font class="comment">// ***************************************************************************</font>
+<a name="l01599"></a><a class="code" href="classNL3D_1_1CPatch.html#c28">01599</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBNear(CTessNearVertex *pVert)
+01600 {
+01601 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01602 <font class="comment">// If visible, and Far0 in Tile Mode, try to fill.</font>
+01603 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
+01604 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>&amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile() )
+01605 {
+01606 <font class="comment">// try to fill.</font>
+01607 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs() )
+01608 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
+01609 }
+01610 }
+01611
+01612
+01613 <font class="comment">// ***************************************************************************</font>
+<a name="l01614"></a><a class="code" href="classNL3D_1_1CPatch.html#c29">01614</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBFar(CTessFarVertex *pVert)
+01615 {
+01616 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01617 <font class="comment">// If visible, and Far0 in !Tile Mode, ok, the vertex exist in VB, so delete.</font>
+01618 <font class="comment">// NB: must test Far0&gt;0 because vertices are deleted in preRender() if a change of Far occurs.</font>
+01619 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0() )
+01620 {
+01621 CLandscapeGlobals::CurrentFar0VBAllocator-&gt;deleteVertex(pVert-&gt;Index0);
+01622 }
+01623
+01624 <font class="comment">// Idem for Far1</font>
+01625 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1() )
+01626 {
+01627 CLandscapeGlobals::CurrentFar1VBAllocator-&gt;deleteVertex(pVert-&gt;Index1);
+01628 }
+01629 }
+01630
+01631 <font class="comment">// ***************************************************************************</font>
+<a name="l01632"></a><a class="code" href="classNL3D_1_1CPatch.html#c30">01632</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBNear(CTessNearVertex *pVert)
+01633 {
+01634 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
+01635 <font class="comment">// If visible, and Far0 in Tile Mode, ok, the vertex exist in VB, so delete.</font>
+01636 <font class="comment">// NB: must test Far0==0 because vertices are deleted in preRender() if a change of Far occurs.</font>
+01637 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile() )
+01638 {
+01639 CLandscapeGlobals::CurrentTileVBAllocator-&gt;deleteVertex(pVert-&gt;Index);
+01640 }
+01641 }
+01642
+01643
+01644 <font class="comment">// ***************************************************************************</font>
+01645 <font class="comment">// ***************************************************************************</font>
+01646 <font class="comment">// VB DLM Filling</font>
+01647 <font class="comment">// ***************************************************************************</font>
+01648 <font class="comment">// ***************************************************************************</font>
+01649
+01650
+01651 <font class="comment">// ***************************************************************************</font>
+<a name="l01652"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_9">01652</a> <font class="keywordtype">void</font> CPatch::fillFar0DLMUvOnlyVertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01653 {
+01654 <font class="comment">// The Buffers must have been locked</font>
+01655 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
+01656 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator-&gt;bufferLocked());
+01657 <font class="comment">// VBInfo must be OK.</font>
+01658 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs());
+01659
+01660 <font class="keyword">static</font> uint8 *CurVBPtr;
+01661 <font class="keyword">static</font> CUV uvDLM;
+01662
+01663 <font class="comment">// If the DLMContext exist</font>
+01664 <font class="keywordflow">if</font>(_DLMContext)
+01665 {
+01666 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
+01667 CTessFarVertex *pVert;
+01668 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01669 {
+01670 <font class="comment">// Compute/build the new vertex.</font>
+01671 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
+01672 CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
+01673
+01674 <font class="comment">// compute Uvs.</font>
+01675 CParamCoord pc= pVert-&gt;PCoord;
+01676
+01677 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
+01678 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
+01679 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
+01680
+01681 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
+01682 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
+01683 }
+01684 }
+01685 <font class="comment">// else, reset all Uvs</font>
+01686 <font class="keywordflow">else</font>
+01687 {
+01688 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
+01689 uvDLM.U= 1;
+01690 uvDLM.V= 1;
+01691
+01692 <font class="comment">// Traverse the vertList, to reset uv</font>
+01693 CTessFarVertex *pVert;
+01694 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01695 {
+01696 <font class="comment">// Compute/build the new vertex.</font>
+01697 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
+01698 CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
+01699
+01700 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
+01701 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
+01702 }
+01703 }
+01704 }
+01705
+01706 <font class="comment">// ***************************************************************************</font>
+<a name="l01707"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_10">01707</a> <font class="keywordtype">void</font> CPatch::fillFar1DLMUvOnlyVertexListVB(CTessList&lt;CTessFarVertex&gt; &amp;vertList)
+01708 {
+01709 <font class="comment">// The Buffers must have been locked</font>
+01710 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
+01711 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator-&gt;bufferLocked());
+01712 <font class="comment">// VBInfo must be OK.</font>
+01713 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs());
+01714
+01715 <font class="keyword">static</font> uint8 *CurVBPtr;
+01716 <font class="keyword">static</font> CUV uvDLM;
+01717
+01718 <font class="comment">// If the DLMContext exist</font>
+01719 <font class="keywordflow">if</font>(_DLMContext)
+01720 {
+01721 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
+01722 CTessFarVertex *pVert;
+01723 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01724 {
+01725 <font class="comment">// Compute/build the new vertex.</font>
+01726 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
+01727 CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
+01728
+01729 <font class="comment">// compute Uvs.</font>
+01730 CParamCoord pc= pVert-&gt;PCoord;
+01731
+01732 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
+01733 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
+01734 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
+01735
+01736 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
+01737 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
+01738 }
+01739 }
+01740 <font class="comment">// else, reset all Uvs</font>
+01741 <font class="keywordflow">else</font>
+01742 {
+01743 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
+01744 uvDLM.U= 1;
+01745 uvDLM.V= 1;
+01746
+01747 <font class="comment">// Traverse the vertList, to reset uv</font>
+01748 CTessFarVertex *pVert;
+01749 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
+01750 {
+01751 <font class="comment">// Compute/build the new vertex.</font>
+01752 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
+01753 CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
+01754
+01755 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
+01756 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
+01757 }
+01758 }
+01759 }
+01760
+01761
+01762 <font class="comment">// ***************************************************************************</font>
+<a name="l01763"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_8">01763</a> <font class="keywordtype">void</font> CPatch::fillVBFarsDLMUvOnly()
+01764 {
+01765 <font class="comment">// Do it for Far0.</font>
+01766 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
+01767 {
+01768 <font class="comment">// Fill Far0 VB.</font>
+01769 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01770 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01771 {
+01772 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01773 <font class="comment">// fill only if tblock visible.</font>
+01774 <font class="keywordflow">if</font>( tblock.visibleFar0() )
+01775 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
+01776 }
+01777 }
+01778
+01779 <font class="comment">// Do it for Far1.</font>
+01780 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
+01781 {
+01782 <font class="comment">// Fill VB.</font>
+01783 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
+01784 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+01785 {
+01786 CTessBlock &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
+01787 <font class="comment">// fill only if tblock visible.</font>
+01788 <font class="keywordflow">if</font>( tblock.visibleFar1() )
+01789 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
+01790 }
+01791 }
+01792 }
+01793
+01794
+01795
+01796 } <font class="comment">// NL3D</font>
+</pre></div>
+
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